Hey everybody. My Maya instructor this term has required us to keep Work in Progress threads over @ forums.cgsociety.org (http://forums.cgsociety.org/). I'll be posting over there as zenarchistswordsman, but I'll be using this thread to compose my posts for over there (it is an international CG community).
I have to model a 'household object' in Maya, due by tuesday, photorealistic CG renders.
(http://lh3.ggpht.com/_ET-SdQY3hlo/SXWOK6f-FYI/AAAAAAAAAdQ/pjFfWvA1sT4/s800/P1030698.JPG)
(http://lh4.ggpht.com/_ET-SdQY3hlo/SXWOWh1wYXI/AAAAAAAAAdU/Ih20OJV8vBA/s800/P1030700.JPG)
(http://lh3.ggpht.com/_ET-SdQY3hlo/SXWOccRccLI/AAAAAAAAAdY/nF1zyRAFEkI/s800/P1030706.JPG)
Now I have to figure out how this wicked knife of my girl's will fit in the hinged flatbed scanner. Will report back as long as I don't break anything.
Ok, I have chosen to scan the knife with a black cloth background. I think that I can get the best outline this way. I'll note that I'm scanning this @ 600dpi, and adjusting it down for the web and later use.
The blade came out blury on the first scan as it was further from the plate on the scanner, so I touched this up with a re-scan of part of the blade.
(http://lh3.ggpht.com/_ET-SdQY3hlo/SXWQEmiLitI/AAAAAAAAAe0/VZ-1b-itUwY/KnifeInProgress_01.png)
I want at least one more axis to get a 2 axis view in the Maya workspace, so I'll try something with books to hold the knife in place.
Ok, now that I have these images, I'll put them into photoshop, and get them ready to use as image planes (this involves setting scale, transparent background, guideline marks in a bright color, and image format).
(http://lh3.ggpht.com/_ET-SdQY3hlo/SXWQE0yClhI/AAAAAAAAAe8/TZlSn9lJRlE/KnifeInProgress_02.png)
(http://lh4.ggpht.com/_ET-SdQY3hlo/SXWQE0DHj8I/AAAAAAAAAfE/b2dV7mxn52E/KnifeInProgress_03.png)
(http://lh5.ggpht.com/_ET-SdQY3hlo/SXWQFK6z5fI/AAAAAAAAAfM/jIb4JCj2lNs/KnifeInProgress_04.png)
Next up is placing the touched up images within the Maya workspace. I have created a couple of new Cameras to host these orthographic images. Creating new cameras seems a better option, as your default Cameras can be used to zoom around, continue to model, and you can manipulate the new Cameras separately to allow you to place the reference images where you want them. More In-Progress images soon.
Ok, so I've setup a new Maya project. Now we set the preferences, the scale of the project grid, and make Cameras to import the Images.
(http://lh5.ggpht.com/_ET-SdQY3hlo/SXWQFGpv7-I/AAAAAAAAAfU/bnlGHPAd6D4/s720/KnifeInProgress_05.png)
(http://lh3.ggpht.com/_ET-SdQY3hlo/SXWQu45y9bI/AAAAAAAAAfo/_cCg3_v3iMU/s720/KnifeInProgress_06.png)
Next up: we start with basic polygonal geometry.. a couple of cubes. We then we start pulling and extruding on them to get the shape we want. I'm "building 'to smooth'", so this will be an 'all quad' geometry.
(http://lh3.ggpht.com/_ET-SdQY3hlo/SXWQvGNNJqI/AAAAAAAAAfw/kwdT-uQI4N8/s720/KnifeInProgress_07.png)
(http://lh3.ggpht.com/_ET-SdQY3hlo/SXWQvZ2o0BI/AAAAAAAAAf4/r0E21cE1Fsc/s720/KnifeInProgress_08.png)
(http://lh4.ggpht.com/_ET-SdQY3hlo/SXWQvRollYI/AAAAAAAAAgA/LMDZIyPjN5w/s720/KnifeInProgress_09.png)
(http://lh6.ggpht.com/_ET-SdQY3hlo/SXWQvgfKoZI/AAAAAAAAAgI/52XEeRFoomc/s720/KnifeInProgress_10.png)
Oh, no. This is reminding me of the one time my friend Ian was stuck in Vietnam working on this one project with Maya that involved fur. "MAYA FUR," he would say, over and over again. I didn't have one conversation with him that didn't involve Maya fur for over a year. Sweet merciful fuck.
Let me just say, apparently Maya Fur does not get the job done.
maybe a stupid question, but shouldn't the 3D program be able to infer the 3D shape of the knife from these outlines? I know it cannot have enough information for a perfect reproduction, but it would be a better starting point than a block, right?
[000],
Largely no, there isn't a better way than eyeballing it. I could have painted the knife white and the negative space black, and then had the Maya system interpret that image, but it would result in a lot of Triangles, and this modeling method involves smoothing, which works best with Quadrilateral geometry.
So this is how most games are built and CG is handled... by hand, with loads of shortcuts.
Nigel.. well.. all I can say is I haven't gotten to styling imaginary hair yet.
Now, back to work. Here I have cut out the negative spaces in the knifeblade. Next, we clean up the geometry flow so we get a clean smooth.
(http://lh6.ggpht.com/_ET-SdQY3hlo/SXWRzNUUsBI/AAAAAAAAAgQ/_DjpkYYdJMI/s720/KnifeInProgress_11.png)
Now, I have duplicated the blade mesh, lopped off all the parts except the hilt on the duplicate, and then given each a new Shader Material, so I can differentiate between them.
(http://lh5.ggpht.com/_ET-SdQY3hlo/SXWRzETrj3I/AAAAAAAAAgY/kvmA1KDbXlQ/s720/KnifeInProgress_12.png)
Quote from: Telarus on January 18, 2009, 10:46:05 PM
Largely no, there isn't a better way than eyeballing it. I could have painted the knife white and the negative space black, and then had the Maya system interpret that image, but it would result in a lot of Triangles, and this modeling method involves smoothing, which works best with Quadrilateral geometry.
^ This.
That render's coming out real neat :thumb:
what do you want to use it for then?
so, is every square (quad) on the images made out of two triangles? that's not a lot of polys indeed, then. I suppose that if you wanted to use it in a game that'd be important, but just for rendering or animation, .. well it all depends on how sophisticated the shape-inferral algorithm in Maya is, I suppose. It would be kind of like vectorizing a 2D black/white drawing in GIMP or Illustrator or Photoshop, except in 3D. In fact, it could probably make an even better and more efficient approximation if you could start out by vectorizing the silhouettes from different angles, which has information on what edges are "sharp" and which are "rounded", info that can be used in optimizing the number of triangles.
sorry I'm just musing a littlebit on the Computational Geometry classes I had at uni :) pretty cool stuff, but the algorithms are mind-wrenching and computationally intensive. if you're a bit mathematically/geometry inclined, try and grok the randomized Delaunay triangulation algorithm :-)
Yeah, this project is just a "stock" model, with photo-realistic renders being what I'm turning in. I may import it into a scene with a character, just to see how it looks. I'm mainly using this as a project to improve my polygonal modeling techniques.
Maya also supports 3d-vectors called NURBS (Non-Uniform Rational B-Splines) that you can do some good tricks and shortcuts with as well. I chose not to use that method in order to focus on my 'low-poly modeling, then smooth to high-poly' techniques.
I'm confused cause I don't understand what's going on here.
I won't kitten you though.
Hey Squid. I'm just showing my workflow when I model something in Maya, and how I use reference images to build the 3d Mesh.
Ok, last in-progress shot and then some actual renders. The renders were done in 2 passes (diffuse and ambient occlusion), and then composited.
(http://lh4.ggpht.com/_ET-SdQY3hlo/SXWRzVzlOoI/AAAAAAAAAgg/99WDP074lW4/s720/KnifeInProgress_13.png)
And now the render shot:
(http://lh4.ggpht.com/_ET-SdQY3hlo/SXWaA9C_zNI/AAAAAAAAAhA/1zUl0J2aWxo/s800/fontanyJoshua_GA361_project01_lossless.jpg)
nice!
but two things
- it doesn't look very sharp?
- and I assumed you were going to use the pictures as textures as well? cause stuff looks more realistic with some scratches and dents on it.
AND NOW WE KNOA YOAR REAL NAME
YEAH! GA361 W109!
EXPECT SHIT IN YOUR MAIL BOX!
Quote from: Triple Zero on January 20, 2009, 12:51:46 PM
nice!
but two things
- it doesn't look very sharp?
- and I assumed you were going to use the pictures as textures as well? cause stuff looks more realistic with some scratches and dents on it.
Yeah, those were some of the issues we went over today in class. I've gotten good advice on how to show the nice sharp edge and clean up some of the blade geometry. I'll probably be building the textures myself(this class has de-focused texturing), and I also got some good advice today about how to incorporate the nicks, dings, and surface deformations that make it look like a real, weathered object into the mesh itself.
I'll be working on cleaning this up, as I can bump my grade by doing so. There will be more pics.
Oh, also- Yeah, that's my real name. PROTIP 4 STALKERS: That's my Girl's knife... she keeps it really, really sharp and doesn't care for cabbages.
I shall take care not to take any valuable cabbage with me then.
Unless I'm planning on making cabbage rolls or some such, in which case, I always appreciate help in the kitchen.
New work in progress image. At this point I have to rework the mesh for the handle to bring out RL detail, and then work on the UV layout and textures. Pretty soon I'll have a shot of a character with the object.
(http://jaf384.aisites.com/random/KnifeInProgress_14.png)
Also on my plate for the next seven weeks ----> MODEL A WHOLE FANTASY VIKING AIRSHIP. That should be a good laugh for you all to watch me attempt.
Namaste
Nice work Telarus.
Shouldn't the holes through the knife blade have slightly smooth edges? Does Maya have a way of editing curve creases like blender? That would be a quick way of sorting that out and making the blade sharper.
The fantasy viking airship sounds interesting. You should make it be all steam-punk.
Thanks. There is a bevel there (multiple edge-loops close together.. maybe a little too close), but there are also still lighting problems that I'm working out that are blowing out some details.
Ok, my thread, so I'm changing gears a bit. Now you get a list of my Viking Ship references. There'll be shots of the knife cleaned up in a while.
Some background on my next piece: I'm re-imagining a project from a few terms ago of a 'Viking' style airship from a post-apocalyptic high-magic fantasy RPG called Earthdawn (an old FASA product now produced by Redbrick). The clan of Trolls (yeah, this is a game with trolls and elves and fairies..er windlings) that built this specific ship is called the Stoneclaws, who work with living crystal. One of the major themes in the game is the high-magic aspect. PC's are all from a caste of "Adepts" that get magically enhanced skill/talents. There are shards of "True Elements" and things such as TrueFire Cannons that make use of them. True Air may be woven into a ship to enchant the Law of Similarity into it, causing it to act like it's on water while it hovers in the air, etc, etc.
I like this gameworld despite the fluffy fantasy races (PC races are- human, elf, ork, dwarf, troll, t'skrang/'swashbuckling lizardman', windling/'faerie', and obsidiman/'human-earth-elemental-blend'), mainly because the second thing I like about the setting: The Horrors and their taint on the magic-based reality. This, along with the internal world politics make any possible fluffyness of the fantasy tropes tragic and nail-bitingly frantic. The Horrors are Lovecraftian beings that range from mindless eating machines to things that feed on the sense of disgust they generate in the local farmer as they force him to butcher and eat his family. They descended on the world during a peak in the Magic Cycle (yes, this world does tie into Shadowrun) during a period known as 'the Scourge', and everyone hid the fuck underground.
In this world, the dungeons have traps for a reason (to keep Cthulhu's cousin's girlfriend from entering the Citadel and eating half the population, only to raise them as a zombie horde to drink the fear from the survivors during round 2). Even the Elves are emo for a Good Reason (The Elven Court decided to ritualistically cause thorns to grow from the bones of every Elf in the Elven Wood when the Wood's outer defenses failed during the Scourge. The Thorns cause almost unbearable pain.. but the Horrors can't feed on pain they had no hand in causing... and now all the outlying Elven communities in the greater world have to deal with every-one else's opinions about the "Tainted Queen's Blood-Elves").
Ok, my old screenshots:
(http://farm3.static.flickr.com/2027/2497323156_35a07263c4.jpg?v=0)
(http://farm3.static.flickr.com/2228/2496496543_837c1deb98.jpg?v=0)
(http://farm4.static.flickr.com/3170/2496496405_4919071165.jpg?v=0)
Quote from: The Good Reverend Roger on January 25, 2009, 09:50:10 PM
Quote from: Telarus on January 17, 2009, 10:12:53 PM
My Maya instructor
Your what?
http://en.wikipedia.org/wiki/Maya_(mother_of_Buddha)
QuoteQueen Māyā of Sakya was the birth mother of the historical Gautama Buddha, Siddhārtha of the Gautama gotra, and sister of Mahapajapati Gotami the first woman ordained by the Buddha. "Māyā" means "illusion" or "enchantment" in Sanskrit and Pāli. Māyā is also called Mahāmāyā ("great Māyā") or Māyādevī ("Queen, literally 'goddess,' Māyā").
It's also the 3d software package I'm learning.
Quote from: Telarus on January 25, 2009, 09:55:04 PM
It's also the 3d software package I'm learning.
Oh, I thought you were going all new-age retard on us. Everytime I hear some fucked up twenty-something babble about how "all is Maya", I consider disproving it by kicking him in the fucking teeth.
Goddamn it, I hate that shit.
Ok, breaking off the URL list, cause of the images in that last post.
Resources:
---------------------------------------------
- - Unread/watched
- - Read/Watched
Archeology/Nordic Ship Building Techniques:
- - http://www.hurstwic.org/history/articles/manufacturing/text/norse_ships.htm *[!!!!!]
- - http://www.vikingeskibsmuseet.dk/index.php?id=1246&L=1
- - http://videos.howstuffworks.com/hsw/21739-a-modern-look-at-viking-shipbuilding-video.htm
- - http://en.wikipedia.org/wiki/Viking_Ship_Museum_(Oslo)
- - http://en.wikipedia.org/wiki/Longship
- - http://www.vikingtoday.com/articles/2004/2004-building-of-sea-stallion.htm
- - http://www.digitalnorseman.com/vships/shpintro.html
- - http://www.regia.org/Ships1.htm
- - http://home.online.no/~joeolavl/viking/norse-shipbuilding.htm
- - http://www.pitt.edu/~dash/ships.html
- - http://www.abc.se/~m10354/uwa/skuldele.htm
Photo References:
- - http://www.flickr.com/search/?q=viking+ship+museum&w=all&s=int&referer_searched=1
- - http://sights.seindal.dk/sight/1453_Viking_Ship_Museum.html
- - http://images.google.com/images?hl=en&q=viking+ship+museum&um=1&ie=UTF-8&sa=N&tab=wi
3D Models (for comparison/professionalism purposes):
- - http://www.the3dstudio.com/product_details.aspx?id_product=10565
- - http://www.the3dstudio.com/product_details.aspx?id_product=10572
- - http://www.sharecg.com/v/22777/3d-model/Viking-Longboat *[!!!!!]
- - http://www.3dcadbrowser.com/preview.aspx?ModelCode=7605
- - http://www.3dcadbrowser.com/preview.aspx?ModelCode=19441
- - http://www.3dcadbrowser.com/preview.aspx?ModelCode=3968
- - http://www.3dcadbrowser.com/preview.aspx?ModelCode=3207
- - http://www.3dcadbrowser.com/preview.aspx?ModelCode=20453 *[trireme]
- - http://www.3dcadbrowser.com/preview.aspx?ModelCode=763 *[Greek Warship]
- - http://www.3dcadbrowser.com/preview.aspx?ModelCode=733 *[Corsair]
- -
WIP Update:
I've done my research, and I'm going to be doing a viking-style 'clinker' built hull. This means central keel, and overlapping hull plates riveted together. We'll be using this basic cutaway image, and others I've found on the net as reference materials -
(http://lh5.ggpht.com/_ET-SdQY3hlo/SYn4BgidJVI/AAAAAAAAAjg/Dt_CVA353aU/norse_faering_elements.gif)
First, I'll import just my hull mesh from my previous model and set it as a reference layer.
(http://lh4.ggpht.com/_ET-SdQY3hlo/SYoBM3Z-u7I/AAAAAAAAAkA/IA2ZPGRWOfg/s720/drakkarWip01.jpg)
Next, I'll import a simple character model, and scale it to human average height, duplicate it and scale the new one to average troll height. I'll set them to one side on the ground plane for now. This is used to scale the hull based on some measurements I pulled from one of the Skuldelev wreaks. Our hull ends up 45 meters long, 11m wide, with a base draft of 8m.
(http://lh5.ggpht.com/_ET-SdQY3hlo/SYoLMzTzV2I/AAAAAAAAAkM/8uJ0k6V8788/s720/drakkarWip02.png)
(http://lh3.ggpht.com/_ET-SdQY3hlo/SYoLNMeQAFI/AAAAAAAAAkU/AwpB5k4H6gg/s720/drakkarWip03.png)
Next, I will draw out the 3 pieces of plank that will join to form the keel with the curve tools.
Bump.
Latest Maya work:
(http://hphotos-snc3.fbcdn.net/hs170.snc3/19758_288356983827_540513827_4348722_5174355_n.jpg)
(http://hphotos-snc3.fbcdn.net/hs170.snc3/19758_288356978827_540513827_4348721_1666249_n.jpg)
(http://hphotos-snc3.fbcdn.net/hs170.snc3/19758_288357003827_540513827_4348723_5481479_n.jpg)
(http://photos-f.ak.fbcdn.net/hphotos-ak-snc3/hs190.snc3/19758_288357013827_540513827_4348724_3537518_n.jpg)
Hey, that's some whiz-bang stuff. Very neat.
Very nice work ITT! I totally suck at 3d modelling though I've had some projects (dismounted soldier simulation) which require it - luckily though, that's just mostly requires nice simple square boxy building interiors. But I know it's a lot harder to do than it looks!
This makes me want to start playing with Art of Illusion again.
Some new pics from the current work in progress:
(http://lh6.ggpht.com/_ET-SdQY3hlo/S5Td1uC_sRI/AAAAAAAABTA/60c4BzebE5c/s800/wip01.jpg)
(http://lh6.ggpht.com/_ET-SdQY3hlo/S5TdlTa0kWI/AAAAAAAABSg/RsrDhTQ4vYA/s800/wip03.jpg)
(http://lh4.ggpht.com/_ET-SdQY3hlo/S5VohsNQi0I/AAAAAAAABTk/qs7POnTtJD4/s800/wip04_finalGatherTest.jpg)
(http://lh3.ggpht.com/_ET-SdQY3hlo/S5Td-97vHUI/AAAAAAAABTI/5IsRtFPBWfI/s800/wip07.jpg)
(http://lh4.ggpht.com/_ET-SdQY3hlo/S5Td4SIOcKI/AAAAAAAABTE/8mAVjwySl8s/s800/wip05_displaceTest.jpg)
(http://lh5.ggpht.com/_ET-SdQY3hlo/S5TdlRvHUVI/AAAAAAAABSk/wrUlKXveDoU/s800/wip06.jpg)
So this was supposed to be a few weeks long project that was due last Fri. But I had file corruption issues and lost A LOT of work. What you see here I did entirely over the weekend.
Things I've wrapped my brain around due to this strife:
-High Poly Hard Surface Models (getting crisp edges that still reflect light in the right way is hard, yo)
-Displacement! The terrain in my scene is a flat plane (NURBS) with a displacement texture on it. Then texture/specular/bump maps are applied.
-PHOTOREALISTIC RENDERING! I loves me some Mental Ray. Look at that freaking metal stand, check out the shadows. Now these pics were rendered out at "Draft" quality. I should have some "Production" quality pics up later in the week.
You're a talented fellow, Telarus.
Nice work.
This thread makes me want to fire up blender again... Been years since I did any 3d stuff though. Would probably have to do a spaceship or something equally simple. :(
Reading this thread makes me wish I could just sit down for two years and do nothing but learn how to do 3D and CGI.
(http://lh3.ggpht.com/_ET-SdQY3hlo/S98YsgUZPAI/AAAAAAAABdA/YY15kEe-zNk/s800/fontanyJoshua_MA361_Project02_Beauty.jpg)
Latest project for my Organic Modeling class: the human torso!
Telarus made this.
In a cave.
:mittens:
Here's a landscape render I'm working on:
(http://lh5.ggpht.com/_ET-SdQY3hlo/TBBs0o3ifBI/AAAAAAAABes/QNJJL_Q1j4c/s800/terrain.jpg)
You know it's good when I see it and want to go there in a jeep.
Update - Final Render (Ortho-Oblique map projection - basically no perspective/fore-shortening). Also, this was down-sized by Picasa.
(http://lh6.ggpht.com/_ET-SdQY3hlo/TBFh2KmQNZI/AAAAAAAABfE/_52Sdt6nQmU/s800/IntoTheDragonsMawFINAL.jpg)
(http://lh4.ggpht.com/_ET-SdQY3hlo/TBFwzSoho9I/AAAAAAAABfU/5yMCm54zj8M/s800/mapPerspectiveFINAL.jpg)
Update bump:
Having received a new (64bit!) system (as I blew the powersupply AND the graphics card on the old Dell), I have rendered this scene to test my new setup (I also got a 'workstation' Quadro 580 video card).
The pic in the above post took 20-24 minutes to render on my old machine.
Now it take FIVE MINUTES AND 15 SECONDS!!!!!
My euphoria is only balanced in the Chao by the amount of money I had to spend this week to finish my homework :x
FIVE MINUTES!!!!!!!!!!!!!!!!
WOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!
Sweet! Does that mean that we'll be treated to more renders soon?
Is it possible to make the trees less copy-pasted looking?
IT IS NOW! :lol:
yeah, I could only use 3 tree models, or my old system would scream in pain and crash maya (and if you notice the trees are 2d billboards :wink:).
I'm grabbing this program right now on recommendation of my instructor (apparently it's what they used for Oblivion):
http://www.thegamecreators.com/?m=view_product&id=2088
Current Work in Progress:
(http://lh4.ggpht.com/_ET-SdQY3hlo/TFtHg6EJYtI/AAAAAAAABhM/CcNhtrB7RY0/s800/fontanyJoshua_MA362_week04_progress.jpg)
mental ray (Raytraced), with displacement and megaTexture
render-time: 9 seconds
Need to finish up structures and start working on plant life.
Some lighting and texturing experiments from class:
(http://lh4.ggpht.com/_ET-SdQY3hlo/TFuL1S4H1sI/AAAAAAAABhg/SRK3QSAlhJE/s800/light_test_01.png)
(http://lh6.ggpht.com/_ET-SdQY3hlo/TFuL1do5l2I/AAAAAAAABhk/YIursxF5H5s/s800/light_test_02.png)
(http://lh5.ggpht.com/_ET-SdQY3hlo/TFuSS-NytTI/AAAAAAAABhs/4nsVOKw27-0/s800/light_test_03.png)
Closeup of the previous landscape shot with Mental Ray options from the previous lighting tests and Sun and Sky.
(http://lh5.ggpht.com/_ET-SdQY3hlo/TG3C_ok1qLI/AAAAAAAABio/JXn5yoy0m5U/s800/fontanyJoshua_project01_submission.png)
There's some issues, but I like how it turned out.
Whoa! I don't know the first thing about Maya/3D rendering, but that looks incredible.
How many hours do you think you put into that thing?
lol, too many, and I really underestimated how much time it would take to model and layout the texture-spaces, so had to crunch the lighting and setting up the plants at the end. I got 4 hours of sleep this morning =P.
(btw, the full render is 1600 x 1440, about twice as wide and tall as the above pic that Picasa scaled down.)
Net, I think I put 50+ hours over 3 weeks in total with texture and photo research, modeling, UV unwrapping, texture painting, landscape displacement, realistic lighting, and generating and fixing the 3d plants before spreading them around. Sorry, I was a little too frazzled to estimate it earlier.
Concept art for my next piece:
(http://lh4.ggpht.com/_ET-SdQY3hlo/THdfQBfEvBI/AAAAAAAABjQ/jZhgd-k1eiI/s800/bogGob_Concept.jpg)
Jealous. And makes me miss my design class.
Progress: Character mesh is finished. I have to rig a bone/animation structure, UV unwrap it, texture it, pose it, and light it. Oh, and build/texture the Spear Prop.
(http://lh3.ggpht.com/_ET-SdQY3hlo/TIAzNkwkOVI/AAAAAAAABkI/xruPRQKK8cI/s800/progress01.jpg)
(http://lh4.ggpht.com/_ET-SdQY3hlo/TIA018hc2tI/AAAAAAAABkE/-BBNcBpCa3M/s800/progress02.jpg)
Quote from: Telarus on September 03, 2010, 12:38:36 AM
Progress: Character mesh is finished. I have to rig a bone/animation structure, UV unwrap it, texture it, pose it, and light it. Oh, and build/texture the Spear Prop.
(http://lh3.ggpht.com/_ET-SdQY3hlo/TIAzNkwkOVI/AAAAAAAABkI/xruPRQKK8cI/s800/progress01.jpg)
(http://lh4.ggpht.com/_ET-SdQY3hlo/TIA018hc2tI/AAAAAAAABkE/-BBNcBpCa3M/s800/progress02.jpg)
I really miss the modeling I did like this back when I did it as a hobby..
Excellent work sir.
I was never a maya guy.. I dumped countless hours into 3dsm for learning purposes.. and science,
What's the field in which you want to go?? game design? movies? architecture?
where are you studying specifically and are you a campus kid?
Hey! Thanks for the interest!
I'm in the Art Institute of Portland's 'Game Art & Design' program, so most of the technical stuff is Game focused, but I'm learning enough mental ray to do cut-scenes or feature animation or architectural renders (apparently versatility is golden in CG right now).
Here's some lighting tests from class tonight (it's an iterative proccess). Great thing about this work-flow is that I'll never have to render a separate 'Ambient Occlusion' pass from now on.... SWEEEEET.
Key Light basic setup:
(http://lh6.ggpht.com/_ET-SdQY3hlo/TICHDHfttrI/AAAAAAAABkY/PSloKlD58G8/s800/01_keyLight_Test.png)
Rim Light basic setup:
(http://lh5.ggpht.com/_ET-SdQY3hlo/TICHDc176zI/AAAAAAAABkc/bIowvhbnOfw/s800/02_rimLight_Test.png)
Colored Key Light:
(http://lh4.ggpht.com/_ET-SdQY3hlo/TICHDTZyX2I/AAAAAAAABkg/1OvI899Og4A/s800/03_rimLight_colorTest.png)
Both Lights Together:
(http://lh3.ggpht.com/_ET-SdQY3hlo/TICHDoeMaLI/AAAAAAAABkk/FiCXgJEbRmY/s800/04_bothLights_Test.png)
Soften Shadows:
(http://lh4.ggpht.com/_ET-SdQY3hlo/TICHDgKVjCI/AAAAAAAABko/abVGCLvJKvY/s800/05_bothLights_smoothShadowTest.png)
Add Diffuse (base) Color:
(http://lh3.ggpht.com/_ET-SdQY3hlo/TICHKnLU4QI/AAAAAAAABks/359Z1WmtPNo/s800/06_diffuseTest.png)
Add Highlights:
(http://lh6.ggpht.com/_ET-SdQY3hlo/TICHKtUb_vI/AAAAAAAABkw/e6Asngy99FM/s800/07_diffuseShinyTest.png)
Final Brightness Tweaks:
(http://lh5.ggpht.com/_ET-SdQY3hlo/TICHKpLWMmI/AAAAAAAABk0/cMSHgIavbF4/s800/08_brightnessTweak.png)
Proportional corrections, textured (diffuse/specular-reflection/bump).
Working on lighting/props/pose.
(http://lh3.ggpht.com/_ET-SdQY3hlo/TI3H2ysObFI/AAAAAAAABlU/SlSTuMu0tgg/s800/progress03.jpg)
(http://lh6.ggpht.com/_ET-SdQY3hlo/TI-JUo0Al7I/AAAAAAAABl4/0vglr81ESdc/s800/progress12.jpg)
Now to render 180 frames for a 6 second animation.
Very very cool.
Even though class is over, I went back and did some touch-ups (the colors were desaturated, among other issues). CLICK for BIG VERSION (1280x1024).
(http://jaf384.aisites.com/earthdawn/fontanyJoshua_BogGob_1280x1024.png) (http://jaf384.aisites.com/earthdawn/fontanyJoshua_BogGob_1280x1024.png)
whoa thats freaking cool im jealous
i wish i could manipulate 3d that well :(
NICE!
if you're still looking for constructive criticism: the white spots on the mushrooms aren't right. remember how they are formed, when they are little, a fibrous white sheet covers the mushrooms, and as the hood grows it breaks into little bits, exposing the red hood surface below. most important result of this is that the smaller mushrooms don't actually have smaller spots, they are just closer together (more white, less red). the way they look now makes them look obviously like scaled copies of eachother. the spots also dry up and their edges curl up a littlebit, adding a bumpmap to the texture that looks like an edge-detect version of the spots texture might fix that? (possibly masked with a tresholded version of the spots texture) I think I'd have a great time thinking up clever textures and bumpmaps :)
Thanks everybody. (And thanks Trip, I'll remember those details for the next version).
Up next: A landscape project.
All I can say is MuaAHAHAHAHAHAHAHAHAHAHA.
(http://lh5.ggpht.com/_ET-SdQY3hlo/TNfMj7e2r1I/AAAAAAAABm0/Id_D1Jj-FXc/s800/fontanyJoshua_week05_progress01.jpg)
oh my god yes
I need to get back into that ArtOfIllusion freeware modeling tool, so I can make stuff like that. I love crafting 3d landscapes.
Cainad,
Mystfag
Cool.
And also, FTR, I can't ever read this thread title without seeing the pun.
Quote from: Rev. What's-His-Name? on November 08, 2010, 05:43:09 PM
Cool.
And also, FTR, I can't ever read this thread title without seeing the pun.
:mrgreen:
These statues are going on the pedestals of the huge mountain Gate. Got one fully textured. Now I need to texture the rest of the scene. Due Tomorrow! :evil:
(http://lh6.ggpht.com/_ET-SdQY3hlo/TNiC6vCvAqI/AAAAAAAABnI/pKivqg5teMA/s800/fontanyJoshua_week05_progress04.jpg)
I totally wish I could get my head around texturing :cry:
I believe the trick is to get the texture around the head, not the other way around.
:argh!:
You've got some really nice stuff in here! I've tried and failed to pick up Maya a few times. That shit takes much more patience than I could ever have. Much respect to anyone that can force it to do their bidding.
Thanks!
So I've been obsessing over 3d landscape models for a few years now, crawling through DEM files (satellite data), and trying to figure out the best workflow to get them to "look pretty".
I had a breakthrough last week.
Any way, here's a shot of the scene so far (I get a week to make revisions).
(http://i114.photobucket.com/albums/n262/telarus/Renders/fontanyJoshua_GA362_project01FinalRender.png)
Updated Scene:
(http://lh6.ggpht.com/_ET-SdQY3hlo/TONFTedxxzI/AAAAAAAABnk/CzU62H8zvX8/s800/fontanyJoshua_GA362_project01FinalRender_resubmission.png)
Quote from: Telarus on November 17, 2010, 04:13:38 AM
Updated Scene:
(http://lh6.ggpht.com/_ET-SdQY3hlo/TONFTedxxzI/AAAAAAAABnk/CzU62H8zvX8/s800/fontanyJoshua_GA362_project01FinalRender_resubmission.png)
The texture of the wall seems out of place. Also, the lighting on the center statue seems off a little bit. The roofs of the houses look really good, and the statues themselves are gorgeous, though.
FINALS ARE OVER.
8)
Here's some medium res pics of the scenes I turned in. I've kept the images 1024px wide, but final renders were @ 3000px wide - in order to print and turn them in. But flickr wants me to give them money to host the full res versions. :|
(http://)(http://farm6.static.flickr.com/5128/5262960802_ed77bc664f_b.jpg) (http://www.flickr.com/photos/telarus23/5262960802/)
fontanyJoshua_GA362_project01 (http://www.flickr.com/photos/telarus23/5262960802/) by telarus23 (http://www.flickr.com/people/telarus23/), on Flickr
(http://farm6.static.flickr.com/5082/5262352455_b672984fa5_b.jpg) (http://www.flickr.com/photos/telarus23/5262352455/)
fontanyJoshua_GA362_project02 (http://www.flickr.com/photos/telarus23/5262352455/) by telarus23 (http://www.flickr.com/people/telarus23/), on Flickr
I must admit, the glass dragon turned out really really good. Glad I didn't have to model it, just texture and light it. :D
:mittens: oh wow this is gorgeous. I missed this thread since page 2. Great job!
Yes, this is very cool. The indoor scene is amazing. Something about the shine makes the wood look a little...rubbery, but the whole thing is really well done.
Yeah, it's a little too high reflectivity, and a little to 'low res' samples on the reflectivity map itself. Got those tips from my teacher.
Thanks everybody!
can you also render those scenes with focal blur / depth of field blur? that might add even more realism.
Thanks Trip. I did use some Depth-of-Field in the landscape shot. (The house on the right is to far in the fore-ground and thus blurred), but there wasn't enough detailed stuff in the background to sell it all the way.
I'm also interested in "tilt-shift", and eventually want to render some tilt-shifted scenes that look like miniatures.
If you want a trippy tilt-shift experience, check out Tilt Shifted Van Gogh:
http://www.artcyclopedia.com/hot/tilt-shift-van-gogh.htm
(http://www.artcyclopedia.com/hot/images/tilt-shift-van-gogh-the-harvest-detail.jpg)
OOOoooooooooohhhhh sweet! Thanks! :D